How to make a sky-to-ground view shader?
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By feeding a wave texture into a noise texture,combined with true displacement, you can create a good starting point for a procedural terrain. The color ramp determines the shading, and the RGB to BW node creates a grayscale mask from the color ramp for the parts that should be water.
Here is the node setup, this is based around the planet plane material from the material library vx add-on which is now included in blender as of version 2.79:

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The contents of the displacement node group:

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The file to play with: